mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-24 04:41:10 +00:00
0f7aa9f827
Added, DECORATE parser: damage types are now parsed. Added: the editor now reports duplicate textures/flats/patches/sprites/colormaps/voxels in the loaded wads. Added, all text parsers: added #region/#endregion support. Added TERRAIN parser. Added, Script Editor: added special handling for DECORATE special comments. Added, Sector Edit window, UDMF: Soundsequence value was setup incorrectly when showing the window for multiple sectors with mixed Soundsequence value. Fixed, Map Options window: "Strictly load patches between P_START and P_END" was not applied when applying the changes. Fixed, MAPINFO parser: MapInfo should be treated as defined when a map MAPINFO block corresponding to current map is encountered even if it doesn't define any properties recognized by the editor. Fixed, all text parsers: in some cases error line was calculated incorrectly when reporting an error detected by a text parser. Cosmetic: changed ' to " in the rest of Error and Warning messages. Internal: added text resource tracking. Updated ZDoom_DECORATE.cfg. Updated documentation ("Game Configuration - Basic Settings" page).
97 lines
2.3 KiB
C#
97 lines
2.3 KiB
C#
using System;
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using System.Collections.Generic;
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using CodeImp.DoomBuilder.Config;
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using CodeImp.DoomBuilder.Data;
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using CodeImp.DoomBuilder.GZBuilder.Data;
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namespace CodeImp.DoomBuilder.ZDoom
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{
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internal sealed class TerrainParser : ZDTextParser
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{
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internal override ScriptType ScriptType { get { return ScriptType.TERRAIN; } }
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private readonly HashSet<string> terrainnames;
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public HashSet<string> TerrainNames { get { return terrainnames; } }
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public TerrainParser()
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{
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terrainnames = new HashSet<string>(StringComparer.OrdinalIgnoreCase);
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}
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public override bool Parse(TextResourceData data, bool clearerrors)
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{
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//mxd. Already parsed?
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if(!base.AddTextResource(data))
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{
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if(clearerrors) ClearError();
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return true;
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}
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// Cannot process?
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if(!base.Parse(data, clearerrors)) return false;
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// Continue until at the end of the stream
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bool skipdefinitions = false;
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while(SkipWhitespace(true))
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{
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string token = ReadToken().ToLowerInvariant();
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if(string.IsNullOrEmpty(token)) continue;
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if(skipdefinitions)
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{
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do
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{
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SkipWhitespace(true);
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token = ReadToken();
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} while(!string.IsNullOrEmpty(token) && token != "endif");
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skipdefinitions = false;
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continue;
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}
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switch(token)
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{
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case "ifheretic":
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skipdefinitions = (General.Map.Config.GameType != GameType.HERETIC);
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break;
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case "ifhexen":
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skipdefinitions = (General.Map.Config.GameType != GameType.HEXEN);
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break;
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case "ifstrife":
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skipdefinitions = (General.Map.Config.GameType != GameType.STRIFE);
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break;
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case "ifdoom": // TODO: is it even a thing?..
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skipdefinitions = (General.Map.Config.GameType != GameType.DOOM);
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break;
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case "terrain":
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SkipWhitespace(true);
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token = ReadToken();
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if(string.IsNullOrEmpty(token))
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{
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ReportError("Expected terrain name");
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return false;
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}
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// Add to collection
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if(!terrainnames.Contains(token)) terrainnames.Add(token);
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break;
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case "{":
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// Skip inner properties
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do
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{
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SkipWhitespace(true);
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token = ReadToken();
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} while(!string.IsNullOrEmpty(token) && token != "}");
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break;
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}
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}
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return true;
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}
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}
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}
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